The man at arms follows the group with the two donkeys.
Locke, Arsil and Tyrel all have horses right?
Vuvu and Hemmings are on foot.
Taking their time, the group makes it successfully back to the sight of the fight. Now there, what do you do? Loot more thoroughly, start tracking a group of goblins, or something else?
Tyrel you find 6 different groups...
1. a dozen goblins
2. two dozen goblins with some wolves
3. a dozen goblins with a large humanoid with them
4. a half dozen hobgoblins with wolves
5. a half dozen goblins
6. a dozen goblins, their tracks seem to have some liquid in them that glows green.
Tyrel another survival check.
Everyone Perception checks. Feel free to do any other checks you may want to do.
Following the tracks you come up to two massive rocks that look like they have fallen onto each other leaving a tunnel between them. There is a small hill before you get to the rocks so the front you cannot see yet. You are 120 feet away.
You see that there is a range of a primitive village before you. There seems to be a ruin closer to the 'tunnel'. You think there is about 30 goblins visible, they have wolves and worgs. A small group of them are over by the entrance to the tunnel and worshiping a statue. You can see a few more alert goblins that are acting like scouts but it looks like they use the canines as threat detectors more than anything.
Locke dismounts and takes Arsil's horse over to some brush, with the man at arms and mules. Out of sight.
Locke comes back with mace and shield ready for a fight.
Between Arsil and Vuvu the group stops before stumbling upon any goblins. You stay unobserved.
"It's a fair goblin village in there. Mayhap 'bout 30 or so all told. Also a fair number o' wolves and wargs. They do 'ave pickets out, but they ain't real good at scoutin'. Some type o' ruin is also inside the tunnel an' the gobbies are bendin' knees to some type o'shrine or statue right up near the front o' the tunnel."
"Not sure how to slow some of 'em down, but 30 mad goblins plus canines sounds like a tall order all at once. Anyway ta distract er disable a good number all at once?"
Not per se. I suppose we could search the area for some poisonous mushrooms and the like, I might be able to distill them down into a paste or something that the thief could slip into whatever revolting stuff they are eating. It would not be as effective as actual poison but I suspect it could make some of them sick…
He says his voice trailing off as he thinks
DM this is outside of RAW but what do you think?
1d20 + 8 ⇒ (14) + 8 = 22 survival to find the mushrooms
"I think we can start taking down the pickets one at a time, if you like, but I'll need muscle backup in case I draw more than a handful or the alarm gets raised," Hemmings offers helpfully.
Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)
not sure all the goblin in the camp are fighter type. In fact if we avoid them we can just on the group at the cave. Wipe them out and is the cave in order to bottle neck the goblin form the village if they come
Sure Vuvu, you could do that, collecting the mushrooms would take 2d4 hours. Then craft alchemy to distill them, taking another 2d4 hours, requiring your portable alchemy lab and a small fire.
Locke asks Vuvu, "How long do you think that will take?"
"Well, Hemmings feel free to scout out and around if you wish, I am going to go back to the mounts, perhaps find a spring... Vuvu go find those mushrooms, is there anything we should do to help prepare it?" Locke asks quietly and begins to back away.
Vuvu's survival check to scrounge up mushrooms... 1d20 + 10 ⇒ (17) + 10 = 27 Knowledge Nature, 1d20 + 8 + 4 ⇒ (9) + 8 + 4 = 21 Survival with aid from k: Nature. Beating the DC of 12 by 10 thus only 1d4 hours.
Now that I look up, you already did the check, oh well.
Now you just need to distill them with your alchemist lab. 1d4 hours for DC 20 craft check or 2d4 hours for DC 10.
Are your shrooms: Belladonna Ingested 14 10 min. 1/min. for 6 min. 1d2 Str, see text 1 save?
Well we have this bit of nasty that thief there could put into the goblins food, and this liquid perhaps we can slip into something as well. Nasty stuff that I do not want to take back into town, but for these critters it could work out well.
It is late afternoon now. A few goblins had wandered towards the group, though between Arsil and Tyrel they were short work. Locke got some target practice in too. :)
Now moving forward with the group and Hemmings with them, since he had plenty of time to slowly sneak. Back up to the same spot as before the group waits for Hemmings to get into the camp...
Hemmings stealth check 1d20 + 9 + 2 + 5 ⇒ (8) + 9 + 2 + 5 = 24 for dusk coming on and only moving 5 feet per round. None of the quasi alert goblin notice you, and Hemmings makes sure he is no where near any of the canines. There are a few comuninal pots. You are able to dose two of them.
stealth check 1d20 + 9 + 2 + 5 ⇒ (12) + 9 + 2 + 5 = 28
stealth check 1d20 + 9 + 2 + 5 ⇒ (3) + 9 + 2 + 5 = 19
As you sneak away one of the goblins must have saw movement and heads towards you Hemmings, what do you do? You are over 60 feet away from your group, and 15 feet from vegeation for total cover. There are many different things around you such as crude furniture, skins, bones, and other miscellaneous things.
Much as he wanted to run for the cover of the vegetation, Hemmings knew from experience that the eye was automatically attracted to movement. Running now meant the two alert goblins would certainly catch him.
Instead he hunkered down behind a few of the bits of broken furniture and tried to pull an old skin over himself, blending in as much as possible. He kept his dagger firmly in hand, just in case.
"Whew, that was a close one!" Hemmings thinks to himself. Peeking out to ensure the coast is clear, he slides out form under the skins, and attempts to return to the rest of the group.
"Should we go track down another group and come back tomorrow, it should take somewhere between the night to a day for them to be fully affected. Right Vuvu?" Locke says and questions.